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Feeling Strangely Fine: The Well-Being Economy in Popular Games

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Persuasive Technology (PERSUASIVE 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3962))

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Abstract

There is a growing interest in persuasive games designed to positively influence players’ well-being in areas such as physical and mental health, particularly in terms of education. Designing such “well-being games” is challenging because games themselves have not been sufficiently examined from this perspective. Examining the ways popular games convey messages persuasively is an important step in understanding design in this area. By studying the popular domain we can derive considerations for the design of games targeted at promoting human well-being.

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© 2006 Springer-Verlag Berlin Heidelberg

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Barr, P., Khaled, R., Noble, J., Biddle, R. (2006). Feeling Strangely Fine: The Well-Being Economy in Popular Games. In: IJsselsteijn, W.A., de Kort, Y.A.W., Midden, C., Eggen, B., van den Hoven, E. (eds) Persuasive Technology. PERSUASIVE 2006. Lecture Notes in Computer Science, vol 3962. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11755494_10

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  • DOI: https://doi.org/10.1007/11755494_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-34291-5

  • Online ISBN: 978-3-540-34293-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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